IVhat  Can  We  Do? 


Social  Games 


COMMUNITY  SERVICE 

I  MADISON  AVENUE 
NEW  YORK  CITY 


THE  games  presented  here   have  been 
compiled   by   Miss   Mabel   Treat   of 
Community  Service.    Many  of  them 
have    been    adapted    from    the    following 
books: 

Ice-Breakers,  Edna  Geister,  The  Woman's 
Press,  600  Lexington  Avenue,  New  York 
City. 

Social  Games  and  Group  Dances,  Elsom  & 
Trilling,  J.  P.  Lippincott  &  Company. 

Games  for  Playground,  Home,  School  and 
Gymnasium,  Jessie  Bancroft,  Macmillan 
Company. 

Community  Recreation,  George  Draper, 
Y.  M.  C.  A.  National  War  Work  Council. 

Games  Sent  Out  by  Entertainment  Com- 
mittee, Woman's  Home  Companion, 
New  York  City. 

It  is  the  hope  of  Community  Service  that  in 
this  booklet  individuals  and  community  groups 
throughout  the  country  will  find  practical  as- 
sistance in  promoting  sociability  and  neighbor- 
liness. 

Additional  copies  may  be  secured  from 
Community  Service    at  25  cents  each. 


19  Uf 

*±  O  vJ  **  *r^ 


Index 

DIFFERENT  WAYS  OF  GETTING  PARTNERS 

STUNTS 
*«? 

(a)  For  the  First  Guests  Who  Arrive 6 

(b)  For  Two,  Using  Forfeits  if  Wanted 21 

(c)  For  Crowd   24 

ACTIVE  GAMES 

Black    and    White 11 

Captain   Jinks    9 

Fox  and  Geese 12 

Fruit   Basket    12 

Jerusalem —  10 

(a)  With  Chairs   

(b)  Using  Players   

(c)  With  Circles   .'. 

Jolly  is  the  Miller 9 

Jump  Jim  Crow 13 

Merry-Go- Round 13 

Musical  Objects '.  13 

Musical  Mixer  7 

Partner  Tag  12 

Popularity   12 

Relays—  7 

(a)  Backward  Relay   7 

(b)  Chair  Relay   7 

'c)  Newspaper    8 


d)  Peanut  Relay 8 

(e)  Walking  Relay 8 

(f)  Zig  Zag  Relay 8 

(g)  Around  the  Line 8 

Rig-a-jig-jig 10 

Slap  Jack  in  Couples 11 

Snatch   the  Handkerchief 14 

Street  and  Alley. .  • 11 

Three  Deep 11 

Train  13 

Where's  My  Chair 10 


QUIET  GAMES 

Alphabet  

Beast,  Bird,  Fish,  Furniture,  etc 

Blanket  Guess  

Buzz 

Ghosts 

Gossip 

I  Say 16 

I  Went  to  Paris 

0.  Smile   

Peanut  Pass  17 

Poor  Pussy 

Scouting  for  Words 

Singing  Proverbs   15 

Slipper  Slap  

What's  Your  City 

You  Have  a  Face 

PENCIL  AND  PAPER  GAMES 

Autograph  Mixer   

Conversational  Game 

Guessing  Contest   

Help! 

Initials    

Music  Box   

Newspaper ".....' 

Progressive  Poetry 

Telegrams   

SPECIAL  PARTIES 

1.  Automobile    Party    25 

2.  Indoor  Field  Meet 

3.  Birthday    Party    .*> 

4.  Progressive  Party  

5.  Penny    Party    

GRAND  MARCH  FIGURES 
VIRGINIA  REEL 


DIFFERENT    WAYS    OF    GETTING    PARTNERS 

1.  Use  a  grand  march. 

2.  Cut  advertisements  in  two,  or  if  the  same  ones  are 
duplicated,  cut  them  in  different  ways. 

3.  Give  names  of  states  to  boys  and  capitals  of  states 
to  girls. 

4.  Give  problem  in  addition  to  boys  and  answer  to 
girls. 

5.  Send   all   the  girls   in   one   room,  all   the  boys   in 
another.     Stretch  a  big  cloth  or  sheet  across  the  door 
between  the  two  rooms.     The  girls  put  their  feet  under 
the  sheet,  while  the  boys  choose  the  owner  of  a  certain 
shoe  for  a  partner.    The  same  thing  may  be  done  choos- 
ing hands,  eyes,  etc. 

6.  Use  mother  goose  characters.     Mr.  and  Mrs.  Jack 
Spratt,  Jack  and  Jill,  etc. 

7.  Give  conundrums  to  boys  and  answers  to  girls. 

8.  Using  good  jokes  such  as  Ford  Joke  Hooks — give 
questions   to  boys   and   answers   to   girls. 

^  , 

9.  Form  two  circles,  one  of  boys  and  one  pf  girls, 
march  around  chairs  to  music  with  one  less  chair 

in  each  circle  than  players.  When  the  music  stops, 
everyone  rushes  for  a  chair  and  the  boy  and  girl  left 
are  partners.  One  chair  is  removed,  and  the  game  con- 
tinues until  everyone  has  a  partner.  This  is  especially 
good  for  a  small  group — otherwise  it  takes  too  long. 

10.  Give  duplicate  slips  to  boys  and  girls,  naming  a 
stunt.     Each  boy  in  turn  dees  his  stunt,   and  when   a 
girl  recognizes   it  as  the   same  one    described  on   her 
slip,  she  claims  him  for  a  partner. 

11.  Prepare  two  baskets  of  flowers,  both  alike,  and 
pass  one  to  boys  and  one  to  girls.     The  boys  and  girls 
who  select   similar  flowers  are  partners. 

12.  Give  all  young  men  needles  and  thread  the  same 
size.     At  signals  they  all  start  threading  their  needles. 
As  fast  as  they  finish  they  may  have  a  chance  to  choose 
a  partner. 

[6] 


GOOD  STUNTS  TO  USE  WHEN  ONLY  A  FEW 
GUESTS    HAVE    ARRIVED 

1.  Touch    the    tips    of   the    fingers   together,    except 
middle  ones,  which  are  bent  down  to  middle  knuckle. 

Separate   father   and   mother    (thumbs)    and   put    to- 
gether again. 

Separate   uncle  and  aunt    (first  fingers)   and  put  to- 
gether again. 

Separate  sisters  (last  fingers)  and  put  together  again. 

Separate    sweethearts    (next    to    last).      (It    can't   be 
done  very  often). 

2.  Digits. — Ask  the  player  to  write  a  number  with 
three  digits  in  it,  then  to  reverse  the  number  and  sub- 
tract the  two;  then  ask  him  what  the  last  digit  is  in 
his  result.     From  this  digit  it  is  possible  to  tell  what 
the  whole   number   is.      (When   numbers   are   reversed, 
the  middle  number  is  always  9;  so  if  the  player  tells 
you  the  last  number  in  the  result  is  7,  you  know  the 
whole  number  is  297,  for  the  first  and  last  digits  always 
equal  the  middle  one,  or  9.) 

3.  Add  5  to  6  and  get  9  (NINE). 

4.  Put  pencil  in  middle  of  handkerchief  and  roll  up, 
then,   when   unrolled,   pencil   will  be  on  outside.     Fold 
handkerchief  in  center,  put  pencil  on  outside  and  roll 
it   up;   when   unfolded,   pencil   will   be   on   inside.      (In 
folding  the  handkerchief,  have  one  end  overlap  quite  a 
little.)     The  same  may  be  done  with  pencil  on  inside 

5.  Clench  fist,  one  on  top  of  the  other,  ask  another 
player  to  knock  them  apart,  using  only  the  little  finger 
of  each  hand. 

6.  Crossed    Fingers. — Arms    are    extended    forward, 
hands  crossed,  palms  together,  with  fingers  interlaced. 
Hands  are   then   brought  in   toward   chest,  and  turred 
upward.      Point    a   pencil    at   one    finger   and   ask    the 
player  to  raise  it.     Usually  the  wrong  finger  is  raised. 
The  fingers  must  not  be  touched  by  the  pencil. 

[6] 


y  Knocking  a  Coin. — One  player  holds,  balanced  on 
his^  index  finger,  a  small  coin.  Another  player  stands 
back  eight  or  ten  feet,  closes  one  eye  and  then  walks 
directly  toward  the  coin  and  with  a  pencil  tries  to  dis- 
lodge the  coin  from  the  finger.  Generally  the  blow 
falls  short  of  the  mark. 

A  ring  may  be  held  between  the  thumb  and  fore- 
finger. Close  one  eye,  approach  the  ring,  and  try  to  run 
a  pencil  through  it  sideways. 

8.  Walk  the  chalk.  One  player,  looking  through  the 
big  end  of  an  opera  glass,  tries  to  walk  on  a  chalk  line, 
a  string  stretched  on  the  floor,  or  on  a  distinct  line  in 
the  rug.  Looking  through  the  glasses,  the  floor  looks 
a  long  way  off. 

ACTIVE  GAMES 

*\^J  Musical  Mixer.  Players  form  in  couples  around 
the  room,  circles  facing  in  opposite  directions.  Players 
march  around  the  circle  to  music,  but  when  the  music 
stops,  face  the  player  nearest  them  in  the  other  circle 
and  talk  as  fast  as  possible.  When  the  music  starts, 
players  start  marching  again  and  the  game  continues 
as  before.  This  should  be  played  a  number  of  times, 
until  the  players  are  well  mixed.  Instead  of  forming 
couples,  boys  may  form  an  inside  circle  and  girls  out- 
side, and  slide  in  opposite  directions. 

2.  Relays.  Form  players  in  two  or  three  parallel 
lines  (even  in  number)  or  if  there  is  a  large  number 
of  players,  form  them  in  lines  of  twos.  In  all  relays 
the  first  players  of  each  line  go  to  a  certain  goal,  and 
then  back  to  the  starting  place,  touching  the  second 
couple  and  themselves  going  to  the  end  of  the  line.  The 
second  couple  start  as  soon  as  touched,  and  in  return- 
ing touch  off  the  third  couple,  etc. 

(a)  Backward  Relay.  Couples  lock  arms,  one  turn- 
ing backward  (couples  facing  opposite  directions).  This 
may  be  a  walking  or  running  relay.  The  player  who 
walks  forward  to  the  goal  must  reverse  position  com- 
ing back. 

;  (b)  Chair  Relay.  The  first  couples  take  a  chair, 
preferably  a  folding  one,  and  run  to  a  certain  point. 
One  player  sits  in  it,  gets  up,  and  the  other  player 
picks  up  the  chair,  and  they  both  run  back  to  the  start- 
ing place,  giving  chair  to  second  couple. 

[7] 


£Ms  may  be  played  as  well  with  s 

(c)-   Newspaper   Relay.     The    forn  ation   for   this   is 
different  than  the  previous  relays.     1 
each  row  lines  up  at  one  end  of  the  room,  the  next 
player   about   two   or   three   yards   fr 
next   about   the   same   distance,   etc.     Two   newspapers 
are  given  to  each  of  the  first  player 
to  walk  on  them,  using  one  newspa;  • 
When    the    first    player   reaches   the 
gives  him  the  papers  and  falls  out  of 

However,  this   may  be  run  off  as  c-layB,   but 

only  having  4  or  5  in  each  line. 

(d)  Peanut   Relay   Race.      Player:     ire    lined   up  -in 
two    columns,    and    for    each    column  chairs    are 
placed  a  little  distance  apart,  facing 

a  knife  and  bowl  of  peanuts  on  one  chair  a 

bowl    on    the    other.      In    starting    tl  c    relay,    the    first 

player  of  each  line  takes  the  knife,  ]  '  '-«=  tlp  a  peannt 

with  it  and  carries  the  peanut  to  the  other 

the  player  gives  the  knife  to  the  seconc.  iu  the 

line,   who   does   the   same.      If  a   pear  dropped,   i 

must   be   picked  up  with   the  knife. 

(e)  Walking  Relay.     Players  must  walk 

goal  and  back.  Tell  them  to  swi'  -,  arms  and  take 
large  steps.  Any  player  who  runs  r.-.y-t  come  back  to 
starting  place  and  try  over  again. 

(f)  Zig  Zag  Relay.     The  first   player  of  each   line 
runs  zig  zag  in  and  out  down  his  o 

back  to  the  front  of  the  line,  around  -n  <h^tacle  (gen- 
erally a  chair),  and  runs  back  to  the  front  of  the  line, 
touching  the  second  player  and  goi  ;  to  the  end  of 
line.  The  second  player  then  does  t  same. 

(g)  Around  the  Line  Relay.    Tw      Ones  face 
other  and  two  leaders  at  opposite  end 

an  object  in  their  hand,  a  bean  bag,  f 

etc.     On   the  signal,   "Go,"  the  object  -ed   <\o\ 

the  line,  and  when  the  last  one  in  th  ic     eceives  it, 

he    runs    forward    around    the    other  ine    and    to    the 

front    of    bis    own    line    and    starts    pa  the 
down  his  line. 

[8J 


3.  Jolly  is  the  Miller 

"Jolly  is  the  miller  who  lives  by  the  mill, 
The  mill  turns  round  with  its  own  free  will. 
One  hand  in  the  hopper  and  the  other  in  the  sack. 
The  right  steps  forward  and  the  left  steps  back." 

Players  march  around  the  room  in  couples  to  the 
above  tune.  At  the  last  line,  the  player  on  the  right 
steps  forward  to  a  new  partner  and  the  player  on  the 
left  steps  back  for  a  new  partner.  Meanwhile  an  extra 
player,  who  has  been  standing  in  the  center  of  the 
circle,  tries  to  get  a  partner,  while  everyone  is  chang- 
ing, so  there  is  always  an  extra  player. 

4.  Captain  Jinks 

"I'm  Captain  Jinks  of  the  horse  marines, 
I  feed  my  horse  on  corn  and  beans 
And  swing  the  ladies  in  their  teens, 
For  that's  the  style  in  the  army. 

I  teach  the  ladies  how  to  dance, 
How  to  dance,  how  to  dance. 
I  teach  the  ladies  how  to  dance, 
For  that's  the  style  in  the  army. 

Salute  your  partner  and  turn  to  the  right 
And   swing  your  neighbor  with  all  your  might, 
Then  promenade  all  the  ladies  right, 
For  that's  the  style  in  the  army." 

Directions.  Players  form  single  circle,  girl  partners 
in  front  of  boys. 

In  first  two  lines  of  stanza  one,  players  walk  briskly, 
swinging  arms,  chests  up.  In  last  two  lines  partners 
face,  join  hands,  and  skip  around  eight  skips. 

Second  stanza — Inside  hands  joined,  swinging  out- 
side arms,  partners  skip  in  circle  (girls  on  outside') . 

Third  stanza — Partners  face,  girls  facing  in,  boys 
out.  Partners  salute  and  each  take  a  quarter  turn 
right.  Boys  take  hands  of  girl  facing  him  and  skip 
four  steps.  On  the  word  "then  promenade,"  the  girls 
stands  on  the  right  and  couples  walk  four  steps  with 
inside  arms  locked.  On  the  last  word  the  girl  steps 
in  front  of  the  boy  and  the  dance  may  be  repeated  with 
new  partners. 

[93 


5.  Rig-a- Jig-Jig.  Form  a  large  single  circle,  facing 
in.  Two  for  a  small  circle  or  ten  for  a  large  circle  are 
chosen  to  step  inside  the  circle  and  march  close  to  the 
inside  of  the  ring.  When  the  director  blows, a  whistle 
or  calls  "change,"  the  players  take  a  girl  or  man  nearest 
them,  cross  hands  as  in  skating  and  skip  around  the 
circle.  At  the  next  call  of  "change"  all  those  inside 
the  circle  drop  hands  and  march  around  in  single  file 
as  at  first.  This  is  repeated  until  everyone  has  been 
taken  into  the  inside  circle. 


6;  Where's  My  Chair.  Players  sit  in  a  circle,  with 
one  chair  vacant.  Leader  stands  in  center  and  calls 
"Change  right"  while  he  tries  to  get  the  empty  chair 
which  keeps  changing.  It  may  be  varied  by  calling 
"Change  left."  The  pia3'er  who  fails  to  move  to  the 
empty  chair  on  time  must  stand  in  center. 


7.  Jerusalem,  (a)  The  music  should  be  a  lively 
march  and  full  of  surprises.  Provide  one  less  chair 
than  players.  Place  the  chairs  in  a  line  so  one  faces 
one  way  and  the  next  the  other  way.  The  players  line 
up  in  a  circle  around  the  chairs.  When  the  music 
starts,  they  march  around  the  chairs,  but  when  it  stops 
unexpectedly,  everyone  rush  for  a  chair.  One  chair 
removed  each  time  and  the  unsuccessful  player  drops 
out  each  time  until  only  two  players  are  left  to  scramble 
for  the  last  chair. 


(b)  Players  themselves  may  be  substituted  for 
chairs.  Ask  one-half  the  players  to  form  a  single  line, 
the  first  one  standing  with  right  hand  on  hip,  the  sec- 
ond with  left  hand,  the  third  with  right  hand,  etc. 


(c)  Players  stand  in  circle  formation,  ready  to  march. 
Each  player  draws  a  circle  around  himself,  and  the 
director  puts  a  cross  in  one  circle.  The  players  march 
around  the  circle  when  the  music  starts.  When  it  unex- 
pectedly stops,  the  player  who  is  standing  in  the  circle 
with  a  cross  in  it  is  out  of  the  game.  Each  time  before 
the  music  starts  the  director  puts  a  cross  in  another 
circle,  so  that  each  time  the  music  stops, 
player  is  out  of  the  game. 

HO] 


\ 


Three  Deep.  Players  form  if  double  ring,  facing 
iifward.  Two  players  are  chosen  as  runner  and  chaser. 
The  runner  to  save  himself  may  stop  in  front  of  any 
couple,  and  then  the  third  man  becomes  runner.  Play- 
ers may  run  through  circle  as  well  as  around.  If  the 
circle  is  large,  it  is  more  interesting  to  have  2  or  3 
chasers  and  runners  after  the  game  is  well  understood. 

Instead  of  the  players  facing  inward,  they  may  face 
each  other,  then  the  runner  to  save  himself  runs  in 
between  the  two  players  and  the  extra  man  becomes 
runner, 

9.  Street  and  Alley.  All  but  two  of  the  players  stand 
in  parallel  lines,  one  behind  the  other,  and  clasp  hands 
across  in  long  lines.     The  director  explains  that  he  will 
call    "change"    at    different    intervals    during   the   game, 
which  will  mean  that  the  players  drop  hands  and  turn 
another  direction,  probably  a  quarter  turn  right.     When 
the  director  calls  "change"  again,  the  players  turn  back 
to   their  first   direction.     These   two  directions   are  the 
only  ones  the  players  take  during  the  game.     The  fun 
of  the  game  consists  in  the  sudden  changes  that  the  di- 
rector calls.    This  is  continued  until  the  chaser  tags  the 
runner.     The  runner  and  chaser  then  choose  some  one 
from  the  lines  to  take  their  place.     In  running,  the  two 
players  must  run  only  in  the  alleys. 

10.  Slap   Jack   in   Couples.     The   players    stand   by 
couples  in   a  single  circle,   facing  inward.     One  couple 
run  around  the   outside  of  the  circle   and   tag   another 
couple  and   keep   on   running,  while  the  couple  tagged 
run  in  the  opposite  direction.    The  couples  may  bow  or 
shake  hands  when  they  meet  and  then  keep  on  running. 
Whoever  returns  to  the  empty  place  first,  wins,   while 
the  other  couple  become  the  runners. 


Black  and  White.  The  players  form  two  parallel 
facing  forward;  one  line  is  called  "black"  and  the 
other  line  "white,"  each  having  as  their  goal  the  side 
of  the  wall  nearest  them.  When  the  director  calls 
"black,"  all  the  players  in  that  line  run  to  their  goal 
and  the  "white"  try  to  tag  them.  Any  players  that  the 
whites  tag  are  taken  to  their  side.  In  the  same  way 
when  white  is  called  they  must  run  for  their  goal.  The 
game  is  to  ^see  which  side  has  more  players  at  the  end 
of  a  certain  time. 

ill] 


12.  Partner  Tag.  Players  stand  by  couples  in  circle 
with  arms  locked,  all  facing  inward.  Two  extra  players 
are  chosen  to  act  as  runner  and  chaser.  The  runner, 
to  save  himself,  locks  arms  with  any  couple,  then  the 
player  on  the  other  side  becomes  runner.  If  a  player 
is  tagged  before  he  saves  himself,  he  at  once  becomes 
"It,"  and  the  chaser  becomes  runner. 


13.  Fox  and  Geese  (A  very  active  game).  Divide 
the  players  into  lines  of  fifteen  or  more.  One  extra 
player  for  each  line  faces  their  line,  while  the  other 
players  clasp  their  hands  around  the  waists  of  the 
player  in  front.  The  extra  player  tries  to  tag  the  last 
one  in  line,  while  the  first  player  in  each  line  tries  to 
keep  facing  the  chaser  all  the  time.  When  the  chaser 
succeeds  in  tagging  the  last  player  he  goes  to  the  end 
of  the  line  and  the  first  player  in  the  line  becomes 
chaser. 


14.  Fruit  Basket.  Players  are  seated  in  a  circle  num- 
bered by  fours.  Numbers  are  called  "Lemons"  No.  1, 
Oranges  No.  2,  Peaches  No.  3,  Grapes  No.  4.  One  player 
stands  in  the  center  and  calls  Peaches.  All  No.  3  must 
then  change  seats  while  the  center  player  tries  to  get 
into  an  empty  chair.  To  give  variety  the  center  player 
may  call  Fruit  Basket  and  everyone  is  required  to  change 
seats  while  the  center  player  tries  to  get  one.  The  cen- 
ter player  takes  the  number  or  name  of  the  player 
whose  chair  he  takes.  Instead  of  using  names  of  fruit, 
names  of  automobiles  may  be  given  out  to  the  four 
different  numbers. 


ft 

15.  Popularity.  This  game  is  good  where  there  ana 
more  girls  than  boys  and  vice  versa.  All  the  men  buqcr 
in  the  middle  of  the  room,  while  the  girls  march  aroa: 
in  a  circle  with  the  left  hand  toward  the  inside  of  the 
circle.  At  a  command,  every  man  who  can  takes  a  part- 
ner, while  those  who  are  left  stay  in  the  center.  The 
men  and  girls  march  around  until  the  whistle  blows, 
then  the  men  about  face  and  the  circles  march  in  oppo- 
site directions.  When  the  whistle  blows  again,  all  the 
men  rush  for  partners  again  and  march  around  as  at 
first,  while  the  men  who  are  left  go  back  to  the  center. 

[12] 


16.  Jump,  Jim  Crow  (good  as  a  mixer).  Players  form 
two  circles,  couples   facing  each  other   (one  facing  in 
the  circle,  the  other  facing  out).     With  hands  on  hips, 
players  take  two  slow  jumps,  and  three  fast  jumps  in 
place,   then    locking   right    elbows    with   partners,    take 
seven   running  steps   around   in   place,   drop   hands  and 
face  partners  as  at  first.     Everyone  takes  two  slides  to 
right,  (circles  slide  in  opposite  directions),  and  meets  a 
new  partner,   taking   three   stamps    in    place.      Locking 
right  elbows  with  new  partner,  couples  take  four  run- 
ning steps  in   circle,   face  partner,   and   with  hands   on 
hips,  take  three  fast  jumps  in  place.     The  dance  is  re- 
peated starting  with  this  second  partner. 

17.  Musical  Objects.     Players  stand  in  a  circle  for 
marching,  two   or  three  objects   are  given   to  different 
players  in  the  circle.    If  the  circle  is  large,  more  objects 
should  be  given  out.     While  the  music  is  being  played, 
the  players  march  in  a  circle  all  the  time  passing  the 
objects  back  as  fast  as  they  can.     Any  players  who  hold 
the  objects  when  the  music  stops  drop  inside  the  circle 
and  the  players  start  marching  again.     The  circle  may 
stand  still  instead  of   marching,  while  the  objects   are 
passed,     In  that  case  they  should  all  face  in. 

18.  Train.    Players  form  a  circle.  Take  out  one,  two, 
three  or  four  players  according  to  the  number  of  players 
in  the  circle.     These  players  face  anyone  in  the  circle 
that  they  want  to.     Every  one  has  hands  on  hips,  and 
takes  "jump,  jump  and  hold,"  jumping  first  on  right  heel, 
then  on  left;  repeat  this,  then  take  five  jumps.    Then  the 
players  on  the  inside  of  the  circle  face  the  center,  and 
the   players   they  just   faced   put   their   hands   on   their 
shoulders,  and  starting  with  a  clap  they  take  twelve  run- 

.ing  steps  around  the  inside  of  the  circle,  ending  up  in 

^nt  of  some  player  standing  in  the  circle.     The  first 

is  repeated,  and  the  inside  players  drop  hands  and 

j  the  center,  each  in  his  own  place.  Those  whom  they 

have  just  faced  join  them  by  putting  their  hands  on  the 

shoulders  of  the  back  one,  so  each  line  has  three  players. 

This  is  repeated  until  eve^  one  in  the  circle  has  joined 

some  line. 

19.  "Merry-Go-Round"    (Music  the   same).     Players 
form  a  double  circle,  with  partners  facing,  and  hands  on 

All    hop   on    left    foot,   pointing   right   toe   to   the 

[13] 


side;  change  quickly  to  hop  on  right  foot,  pointing 
foot  to  side.     This  is  repeated  three  times  (four  me; 
ures).     Hop  on  left  foot  pointing  right  forward,  chang 
quickly   to    right.      Repeat   all    (two    measures), 
three  fast  stamps   and  pause,   repeat  it,  then   take 
fast   stamps. 

All  face  center,  the  inside  circle  joining  hands,  and  the 
outside  putting  hands  on  their  partners'  shoulders, 
take  a  slide  to  the  right,  resembling  a  Merry-Go-Round, 
at  first  a  long  slow  slide,  then  faster  and  faster.     When 
repeating,   partners   change  places. 

20.     Snatch    the    Handkerchief.     A    handkerchi 
placed  an   equal  distance  between  two  lines  whic 
facing  each  other.     At  a  signal  from  the  leader,  No.  1, 
who  is  at  opposite  ends  of  the  lines,  runs  to  the  hand- 
kerchief and  watches  for  a  chance  to  snatch  it  and  r 
turn   with   it   to   his   place  before  being  tagged   b 
other.     Neither  can  be  tagged  until  he  gets  the  hand- 
kerchief in  his  hands.     The  player  who  gets  to  his  own 
^lace   without   being  tagged,   score  two  points   f< 
side,  but  if  he  is  tagged,  one  point  is  scored  for  the  tag- 
ger's side. 


QUIET  GAMES 

m  Have  a  Face.     Players  sit  in  a  circle, 
/er  turns  to  player  on  his  left  and  says  "You  1 
face."    The  second  player  asks,  "What  kind  of  a 
The  first  player  answers,  "A  beautiful  face."     Th 
second   player   says    to   the   third   player,   "You    1 
face."    The  third  one  asks  "What  kind  of  a  face?' 
second  one  answers,  "A  beaming  face."    This  cot 
around  the  circle,  and  every  time  a  player  is  quef 
he  must  answer  with  an  adjective  starting  with  t<>.: 
ter  "b,"  such  as  "blue  face,''  "blurry  face,"  etc. 
circle  is  large  the  game  may  be  started  in  two  01 
places.      After    everyone   has   been    questioned,   a 
letter  of  the  alphabet  may  be  used. 

2.  Beast,  Bird,  Fish,  Furniture,  Flowers,  etc 
old  game  of  Beast,  Bird,  Fish,  is  a  familiar  one 
players  are  seated  in  a  circle,  while  one  player  st; 
the  center  and  points  at  one  of  the  players,  calli 

[14] 


3.  Conversational    Game.     Flayers    are    divided    into 
two  groups,  one  standing  inside  the  circle,  in  front  of 
seated  group.     The  standing  players  are  each  given  a 
different  topic  of  conversation  written  on  a  small  slip. 
The  seated  players  are  given  pencil  and  paper.     At  a 

by  the  director,  all  the  standing  players  are  asked 
o  talk  to  the  player  seated  in  front  of  them  on  the  topic 
given  on  their  slip.  At  a  command  from*  the  director, 
each  standing  player  moves  one  player  to  the  left,  and 
starts  talking  on  the  same  topic.  After  eight  or  ten 
changes  the  director  asks  the  seated  players  to  vote 
on  the  best  conversationalist.  During  the  talking  they 
should  write  down  the  name  and  topic  of  each  player. 

4.  Music  Box.     The  players  are  provided  with  paper 
and  pencil  and  are  asked  to  transcribe  the  name  of  the 
musical  compositions  as  they  are  played  rapidly  in  suc- 
cession.     A   pianist   is   necessary   who    can    play   easily 
from    memory.      The    player    who    guesses    the  largest 
number  wins  the  game. 

5.  Newspaper   (best  for  small   crowd):    Players  are 
given    paper    and    pencils    with    the    following    require- 
ments : 

1.     Write  Yes  or  No. 

State  a  gentleman's  name. 
3.     Give  a  number. 
uigth  of  time. 

A  color, 

6.  A  cctor. 

7.  Yes  or  No. 
A  shape. 

~9.     A  measure. 

10.     A  sum  of  money. 

A  virtue. 

\  profession. 

13.  Yes  or  No. 

14.  State  a  time. 

Each  player  is  asked  to  answer  the  fourteen  things 
ove  and  pass  the  paper  to  the  neighbor  on  the  right. 
The  director  then  asks  the  following  questions  and  each 
turn  gives  the  answers  on  his  paper: 

Have  you  a  lover? 

Vhat  is  his  name? 
Kow  old  is  he? 

Flow  long  have  you  known  him0 
"i at  color  is  his  hair? 


CA- 

JZr** 

6.     \\'hat  color  are  his  eyes? 
^7r~is  he  handsome? 

8.  What  shape  is  his  noser^, 

9.  What  size  is  his  mouth? 

10.  What  is  his  fortune? 

11.  What  is  his  chief  virtue? 
What  is  his  profession? 

13.  Will  the  marriage  be  a  happy  one?   N 

14.  When  will  you  be  married? 

6.  Progressive  Poetry.  Each  player  is  given  paper 
and  pencil  and  asked  to  write  an  original  line  of  poetry. 
He  folds  over  this  one  and  tells  his  neighbor  on  the 
right  the  last  word  of  the  line.  The  neighbor  adds  a 
second  line  to  rhyme  with  the  first.  This  is  folded  over 
and  passed  to  the  next  player,  after  having  told  the  last 
word  of  the  last  line.  When  the  poems  have  beer, 
around  the  circle  each  person  reads  aloud  the  complete 
poem.  It  is  better  not  to  carry  this  out  too  far. 


7.     Initials.     Pencil    and    paper    are    given    to 
player.    At  the  head  of  the  paper  are  written  the  \\ 
of  some  person;  under  this  a  series  of  questions.     (The 
papers    are    drawn    from   a   hat,   or   from    the   leader's 
hand.)     The  players  are  asked  to  answer  the  questions 
with  as  many  words  as  there  are  initials  ~t  the  top  of 
the  sheet  and  the  words  must  begin  with  the  initials  in 
their  proper  order. 


8.     Help!     Take  names  of  well  known  cities  and  dis- 
arrange the  letters  so  they  won't  be  recognized.     The 
same  list  should  be  given  to  all.    The  player  win- 
corrects  the  largest  number.     Instead  of  c!  usical 

instrument?,   kitchen  utensils,   animals,  trees,  etc.,  may 
be  used. 


9.     Guessing  Contest.     As  the  guests  arrive,  pin  on 
each   one,   an   advertisement   with   a   number.      Provide 
players   with   pencil    and   paper,   and   the  one  gr.c 
the"  largest  number  of  advertisements  in  a  c 
is  the  winner.     This  is  a  good  mixing  game. 

[20] 


STUNTS  FOR  TWO  PEOPLE 

(Either  Boys  or  Girls,  According  to  Stunt) 
Loser  in  Each  Stunt  Must  Pay  Forfeit 

Lobster  Race.  Two  people  walk  backward  on 
hands  and  knees  to  a  given  point.  The  loser  pays  a 
forfeit  at  once. 

•  2.  Hurdle  Race.  Sing  two  words  of  any  song,  then 
omit  two  to  the  end  of  the  song.  The  one  that  fails  to 
get  through  pays  forfeit. 

3.  Wand  Twist.  Take  a  broom  stick  or  strong  stick. 
One  person  stands  on  either  side  with  both  hands 
grasping  slick.  One  person  tries  to  twist  wand  down 
on  the  left  side  and  another  tries  to  twist  down  to  right. 

V'4/  Hanker  Throw.  Throw  handkerchief  as  far  as 
possible  without  folding  or  knotting  it. 

5.  Tug  of  War.    Tie  prune,  piece  of  gum  or  candy  in 
middle  of  string  and  have  two  people  chew  the  string 
to  see  who  gets  the  prize  first. 

6.  Cracker   Relay.     Have  two  people   eat  a   cracker 
anjlsee  who  can  whistle  first  after  eating  it. 

-\7i  Newspaper  Race.  Give  each  person  two  papers. 
Have  them  walk  a  certain  distance  walking  only  on  the 
papers.  After  each  step  the  paper  must  be  moved  for- 
ward. 

8.  Rooster    Fight.      Two    people    stand    facing   each 
other.     Grasp  both  ankles.     The  one  that  can  push  the 
other  over  wins. 

9.  Chinese    Get   Up.     Sit   back   to   back   with    arms 
locked.     Try  and  get  up.     Last  one  up  loses. 

10.  Knee  and  Toe  Wrestle.     Two  people  sit  facing 
each  other  on  the  floor.     Put  a  wand  under  the  knees. 
Clasp  hands  in  front  of  knees,  try  and  push  opponent 
over. 

11.  Catch  Penny.     Put  two  pennies  on  elbow,  shake 
off  and  catch  with  same  hand. 

l2.}  Say  Jack  Homer  rhyme  and  after  each  word  tell 
what  number  it  is. 

13.  Stand    umbrella    on    floor,    let    go,    turn    around, 
catch  before  it  touches  floor. 

14.  Jug    Handle.      Bend    both    arms    forward.      Let 
someone  else  try  and  pull  them  apart. 

L21J 


15.  Make  a  Noise  Like  a  Wild  Cat.  Loudest  noise 
wins. 

.16.  Have  Hat,  Coat  and  Skirt  for  Each  One.  See 
which  one  can  put  the  clothes  on,  run  to  a  certain 
point,  then  take  them  off  first. 

17.  Have  Two  Pillows.     See.  which  one  can  put  the 
pillow  ci.se  on  and  fake  it  off  first 

18.  Put  Chalk  Line  on  Floor.     Stand  one  person  on 
each  side  of  line  with  toe  touching.     Take  hold  of  right 
hands.     See  which  persons  :an  pull  other  over  the  line. 

19.  One  th:      nakes  the  best  poem  using  the  follow- 
ing word"   at  thi    end  of  each  line:   Fun,   Ton,   Green, 
Seen. 

20.  ic  first  one  that  tells  what  8  times  12  are. 

21.  K  .ep   both  knees   straight  and  touch  floor   with 
both  hand  ;.     The  one  who  does  it  best  wins. 

22.  Dog  Collar.     Two  players  on   hands  and   knees 
face  each  other,  each  on  pillow.     Put  a  long  towel  or 
cloth  around  their  necks.     See  which  one  can  pull  the 
other  off  the  pillow. 

23.  Two   Players  are  Blindfolded.     Each  is  given   a 
tennis  ball  and  told  to  threw  at  a  certain  point.     One 
hitting  nearest  the  center  wins 

V    24.     Sit  on  a  Jug  that  is  Lying  on  its  Side.     With  a 
\7candle  in  one  hand  and  match  in  the  other  try  to  light 

the  candle.     This  must  be  done  with  one  heel  on   top 

of  the  other  toe  during  the  lighting. 

25.  Two   people  blindfolded   lie   on  the   floor  facing 
each  other  rather  far  apart.     Grasp  left  hands  and  in 
right  hand  have  folded  newspaper.     The  one  who  lands 
the  most  blows  wins. 

26.  Make  a  clockwise  circle  with  the  right  foo;  on 
the  floor  and  at  the  same  describe  a  figure  six  in  the 
air  with  right  hand. 

27.  Grasp  nose  with  right  hand  and  right  ear  with 
left  hand.     One  that  can  reverse  movement  five  times 
without  missing  wins. 

28.  Spell  Constantinople  backward. 

29.  Race  from  one  point  to  another  hopping  only  on 
one  foot, 

[22] 


FORFEITS 


Say  three  nice  things  about  yourself. 
Answer  truthfully  few*  question*  asked  by  anyone. 
3.     Place   one    hand   where   the   other    can't    reach    it 
(elbow). 

Answer  "no"  to  any  four  questions  asked  by  any- 
one. 

^5.     Laugh,  cry,  whistle  and  sing  each  in  the  four  cor- 
ners of  the  room. 

6.  Walk  up  to  four  people  and  get  down  on  knees 
and  srnile. 

7.  Give  two  words  that  rhyme  and  make  a  poem  out 
of  them. 

8.  Touch  a  book  inside  and  outside  without  opening 
it  (take  out  of  the  room). 

9.  Hold  something  in  one  hand,  arms  sideways.     Put 
in  the  other  without  moving  arms.     (Put  object  down, 
take  half  turn  and  pick  it  up.) 

10.  Hold  one  foot,  hop  around  like  a  grasshopper. 

11.  Make  a  speech  on  the  war. 

12.  Yawn  till  someone  else  yawns.    — 

13.  Pay  a  compliment  to  four  persons   in  the  room. 

14.  Ask  a  question  that  cannot  be  answered  by  no. 
(How  do  you   spell  yes.) 

15.  Blindfold  two  players  in  opposite  corners,   have 
them   come   forward  and   shake  hands. 

16.  Put  four  feet  against  the  Avail  (chair). 

17.  Make  a  pile  of  chairs,  take  off  shoes  and  jump 
over  them  (shoes). 

18.  Leave  room  with  two  legs,  come  back  with   six 
(chair).  • 

19.  Player  leaves   room.     Have  two  questions.     He 
must  answer  no  to  first  and  yes  to  second. 

20.  Dance  a  jig. 

21.  Tell  a  funny  story. 

22.  Pose  as  a  statue. 

23.  Give  a  Mother  Goose  rhyme. 

24.  Give  in  pantomime  a  lady  dressing  her  hair  be- 
fore a  mirror. 

25.  Imitate  three  barnyard  noises.  _ 

26.  Imitate  a  Jack-iti-the-Box.  — 

27.  March  like  a  tin  soldier.  —  — 
Act  like  Charlie  Chaplin. 

?.9     Give  this  Siamece  yell  two  times  very  slow  and 
two  times  very  fast:  Owha  tagoo  Siam. 
30.     Sing  a  song.  -U-v* 

[22]  U 


w 


STUNTS  FOR  CROWD 

1.  A  Community  Sneeze.  Divide  players  into  three 
divisions,  one  to  say,  "hish,"  another  "hash,"  and  the 
last  "hosh."  At  word  of  leader  everyone  says  their 
word  as  loud  as  they  can. 


2.  John  Brown's  Baby  Had  a  Cold  Upon  His  Chest 
John  Brown's  baby  had  a  cold  upon  his  chest, 
John  Brown's  baby  had  a  cold  upon  his  chest, 
John  Brown's  baby  had  a  cold  upon  his  chest, 

So  they  rubbed  him  with  camphorated  oil! 

The  second  verse  is  similar,  except  the  word  "baby" 
is  not  spoken;  instead  the  Indian  sign  for  baby  is  made 
— the  right  hand  placed  on  the  left  elbow,  and  the  left 
arm  swung  to  and  fro,  as  if  rocking  a  baby.  The  third 
verse  is  like  the  second,  except  that  the  word  "cold"  is 
not  spoken;  instead  a  little  cough  is  given.  The  fourth 
verse  is  like  the  third,  but  the  word  "chest"  is  not  sung. 
The  chest  is  tapped  with  the  open  hand,  instead.  The 
fifth  verse,  same  as  the  fourth;  the  word  "rubbed"  is 
not  spoken,  but  a  rubbing  movement  is  made  on  the 
chest.  Sixth  verse,  same  as  the  fifth,  but  words  "cam- 
phorated oil"  are  not  spoken.  A  little  sniff  is  given,  in- 
indicating  odor. 

If  the  singers  are  not  too  convulsed  by  the  ridiculous 
movements  and  progressive  dropping  of  words  and  sub- 
stitution of  signs,  the  sixth  verse  may  finally  be  com- 
pleted, to  the  edification  of  singers  and  audience  alike. 

3.  Cracker  Eating  Contest.     Each  girl  of  the  party 
holds   a   cracker,   and   she   has   in   mind   a   "knight"   to 
whom  the  cracker  is  to  be  given.     The  boys  who  take 
the  places  of  the  knights  line  up  some  distance  away, 
fifteen   or  twenty  yards  if  the  game  is  played  out  of 
doors,  or  at  one  end  of  a  hall  or  room  if  played  indoors. 
At  the  word  "Go,"  the  knights  run  to  the  ladies,  each 
receiving  his  cracker,  and  return  to  their  starting  point. 
They  must  eat  the  cracker  as  rjuickly  as  possible,  and 
return  to  their  ladies,  kneel  before  them,  and  whistle  a 
tune  which  the  lady  recognizes  and  names.     The  first 
lady  to  name  the  whistled  tune  of  her  knights  wins  the 
contest.     Spectators  as  well  as  participants  secure  much 
amusement  from  this  game. 

[24] 


SPECIAL  PARTIES 
I.    AUTOMOBILE  PARTY 

(A)  License  tags  may  be  given  to  all  guests  to  be 
used  as  name  cards,  also  a  number,  either  1,  2,  3,  4,  5,  6. 

(b)  After   some   good    introductory    games    such    as 
Musical  Mixer,  Musical  Objects,  etc. 

(c)  Give  parts    of    auto    advertisements    to    all    the 
players.   (Beforehand    auto    advertisements    should   have 
been  cut  up  into  six  or  eight  pieces).     A  prize  may  be 
given  for  the  best  poem  written  by  any  group  after  their 
car  has  been  assembled.     Each  line  of  the  poem  may 
start  with  the  letters  in  the  auto,  i.e., 

W  is  for  Wescott,  the  car  that  is  fine, 

E  is  our  engine,  the  best  in  its  line, 

S  is  for  speed,  that's  where  we  shine. 

T  is  the  traffic  cop,  a  good  friend  of  mine,  etc.,  etc. 

(d)  Big   placards   have   been   put   around   the   wall, 
such  as  "Packard  No.  6,"  "Ford,  No.  1,"  etc.     All  the 
players  are  asked  to  find  the  placard  corresponding  with 
the  number  given  them  the  first  of  the  evening.     The 
following  r/ito  tests  should  be  made,  asking  each  car  to 
send   one   member  of  its   group.     The  tests   should   be 
made  together  in  the  center  of  the  room. 

Test  1.     Filling  the  radiator — drink  glass  of  water. 

Test  2.     Best  self-starter, — measure  length  of  foot. 

Test  3.     Best  timer — guess  length  of  minute. 

Test  4.     Blow  out — feather  in  glass  jar. 

Test  5.  Pump  up  tire.  Give  each  player  ft  balloon 
well  blown  up.  The  car  wins  which  keeps  the  balloon 
in  the  air  the  longest. 

Test  6.  Best  spot  light.  A  large  red  paper  spotlight 
is  pinned  on  the  wall,  and  players  try  to  hit  center  of 
it  with  a  ball. 

Each  test  should  be  made  by  a  different  player  from 
each  group,  while  the  rest  of  the  players  should  cheer 
for  their  car. 

(e)  Each  car   may  plan   a  charade  and   a   prize  be 
given  for  the  best  one.    The  following  are  suggestions: 
(1)  Carburetor;  (2)  Transmission;  (3)  Shock  absorber; 
(4)   Spark  plug;   (5)   Spotlight;   (6)   Chauffeur. 

(f)  The   following  "Motor   Romance"   may  be   read 
and  the  players  asked  to  fill  in  the  last  word  of  each 
couplet.     This  may  be  done  by  cars  or  by  individuals: 

[If] 


A  MOTOR  ROMANCE 


Alice  and  her  beau,  one  day, 
Went  riding  in  his  Chevrolet. 
Her  beau  was  fat,  his  name  was  Frank, 
And  he  was  somewhat  of  a  crank. 
It  was  too  bad  he  wasn't  smarter. 
Because  he  couldn't  work  the  starter. 
She  showed  him  how,  the  little  dear, 
And  also  how  to  shift  the  gear. 
Away  they  went— but  something  broke, 
Twas  just  a  measly  little  spoke. 
He  fixed  it  with  a  piece  of  wire; 
Then  something  popped — it  was  a  tire. 
'Twas  mended  soon,  but  next  ker-flop, 
They  struck  a  branch,  and  smashed  the  top. 
"Dear  me,"  cried  Alice,  "that's  too  much!" 
Then  something  happened  to  the  clutch. 
And  next,  poor  Frank,  unlucky  dub, 
.  Just  grazed  a  rock,  and  smashed  a  hub. 
They  crossed  a  brook,  but  missed  the  ford. 
And  sank  down  to  the  running  board. 
"Oh!  Frank,"  cried  Alice,  with  a  squeal, 
"I  think  we're  going  to  lose  a  wheel." 
They  climbed  the  hill,  and  then  'twas  seen 
The  tank  contained  no  gasoline. 
They  coasted  downward  toward  the  lake, 
But  Frankie  couldn't  work  the  brake. 
And  struck  a  tree  a  moment  later, 
That  almost  wrecked  the  radiator. 
So  both  climbed  out,  and  poor  old  Frank 
Bought  gasoline  and  filled  the  tank. 
And  gathered  up,  from  road  to  field, 
The  fragments  of^  the  broken  shield. 
He  fixed  the  engine,  tight  and  snug. 
But  had  to  use  a  new  spark  plug. 
Just  then  he  slapped  at  a  mosquito, 
And  dropped  a  wrench  on  the  magneto. 
'Twas  useless  then  to  sweat  and  toil, 
Nothing  would  run  except  the  oil. 
They  journeyed  home  with  Ffankie**pushing, 
While  Alice  sobbed  upon  a  cushion. 
She'd  not  forgive,  she  vowed  with  scorn, 
Till  Angel  Gabriel  blew  his  horn. 
So  poor  Frank's  hopes  were  doomed  to  blight, 
And  Alice  married  Willys  Knight. 

[26] 


(g)  Automobile  Relay.  This  may  be  a  running  or 
walking  relay.  Divide  the  players  into  equal  parallel 
lines,  each  having  name  of  car. 

(h)  U-Auto-Know.  Give  pencil  and  paper  to  each 
player  with  the  following  things  written  on  it,  and  ask 
them  to  write  the  answers: 

Answers 

1.  Part  of  a  book Paige 

•  2.  A  high  ecclesiastical  official Pope 

.     3.  The  crossing  of  a  stream Ford 

4.  A  river  in  New  York  State Hudson 

5.  To  penetrate  and  a  weapon Pierce- Arrow 

-or  Unsurpassed    Peerless 

7.  A  city  near  San  Francisco Oakland 

8.  A  fuel  Cole 

9.  A  color   White 

10.  The  most  ancient  car   Olds 

11.  A  city  of  Michigan Cadillac 

12.  To  avoid    Dodge 

13.  A  boy's  name  and  the  reverse  of  ill Maxwell 

14.  Across  the  country   Overland 

(i)  Ask  players  to  turn  their  license  tags  around, 
then  have  the  autograph  mixer  (page  18)  and  as  a 
prize  award  th^  Stutz  car  which  is  known  for  speed. 
Attractive  booths  arranged  as  gasoline  filling  stations, 
may  be  fixed  for  the  serving  of  lemonade,  punch,  etc., 
calling  it  gasoline. 

End  with  a  song. 

A  prize  may  be  awarded  the  player  who  gives  the 
most  correct  answer. 


II.    INDOOR  FIELD  MEET 
Choose  the  Most  Suitable  Events 

Shot  Put.  Place  jar  on  floor,  throw  six  beans  into  it. 
(Dominoes  and  baskets  may  be  used.) 

Yard  Measure.     Draw  a  yard  on  the  board  by  guess. 

Pole  Vault.     Race  to  eat  sticks  of  candy. 

Hammer  Throw.     Blow  up  bags  and  throw. 

Vocal  High  Jump.  Say  Little  Jack  Horner.  Say 
first  word  high,  then  next  low. 

[27] 


Johnny  Jump  Up.  Jump  and  mark  place,  then  jump 
to  a  line. 

Wide  Stretch.  Each  side  takes  hold  of  hands  and 
longest  line  wins. 

Whistling  Note.  Woman  who  whistles  longest  with- 
out breathing  wins. 

Standing  High  Jump.  Jump  for,  and  eat  candy  or 
doughnut. 

Scent  Push.     Push  pennies  along  with  nose. 

Running  High  Squeal.  Run,  then  squeal.  Highest 
squeal  wins. 

Bawl  Game.     One  who  can  bawl  best. 

Thirty-Inch  Dash.     Candy  on  the  end  of  a  string. 

Standing  Broad  Grin.     Measure  grin. 

Relay  Race.     Eat  cracker  arid  race  as  in  shuttle  relay. 

Javelin  Throw.     Throw  pencils  in  hats. 

Tug  of  War.     Clasp  wrists  and  pull;  four  on  a  side. 

Blind  Race.  Blindfold  and  run  to  a  given  point. 
Have  guards. 

Dancing  Race.    Two-step  up  the  room  and  back. 

Hopping  Race.    On  one  foot. 

Pebble  Race.    Push  stone  across  floor  with  right  foot. 

Rainy  Day  Race.  Put  on  hat,  gloves  and  rubbers 
and  run  to  a  given  plare. 

Choose  two  Captains,  two  srorckeepers,  one  an- 
nouncer. Divide  the  party  into  two  groups.  Each 
group  should  choose  a  college  and  a  yell.  Two  yell- 
leaders  keep  up  the  enthusiasm  of  their  group  and  the 
captains  line  up  the  players  for  different  events. 


III.    BIRTHDAY  PARTY 
(Especially  good  for  large  crowd) 

Divide  the  players  into  twelve  groups  according  to 
birthday  month,  and  ask  each  group  to  plan  a  stunt, 
appropriate  for  their  particular  month.  February  may 
be  represented  by  birthday  month,  Lincoln's  or  Wash- 
ington's; June  by  weddings;  September  by  the  opening 
of  school;  October  by  some  Hallow-e'en  stunt,  etc.  A 
birthday  cake  may  be  given  as  the  prize  f!8r  the 
stunt. 


IV.    PROGRESSIVE  PARTY 

Tables  arc  arranged  as  in  a  progressive  card  party 
with  different  stunts  for  each  table,  but  after  each  stunt, 
ihe  four  players  at  each  table  progress.  The  player  hav- 
mg  the  largest  total  score  is  winner.  Each  player 
ceeps  own  score;  5  points  for  first  at  each  table  and  3 
points  for  second. 

Table  I.  A  bowl  of  peanuts  and  four  hat-pins  are 
provided.  Each  player  tries  to  pick  out  as  many  pea- 
nuts as  possible  within  a  given  time. 

Table  II.  The  table  is  placed  by  a  piano.  Players 
are  provided  with  paper  and  pencil,  and  write  down 
the  names  of  different  pieces  as  they  are  played. 

Table  III.  A  dish  of  puffed  rice  and  four  needles 
and  thread.  Each  person  tries  to  string  as  many  ker- 
nels as  possible. 

Table  IV.  Long  paraftine  gum  sticks  and  heavy 
cards  are  provided.  Players  are  asked  to  make  a  cer- 
tain animal  on  the  card  using  the  gum. 

Table  V.  Give  the  players  a  word  like  Constanti- 
nople, asking  them  to  make  as  many  words  out  of  it 
as  possible. 

Table  VI.  Provide  materials  for  making  dolls,  or  for 
clothing  them;  peanuts  or  clothespins,  crayons,  cloth, 
needle  and  threads. 

f& 

NNY  PARTY 

Penny  Stunt.  A  fine  way  of  mixing  the  group  the  , 
first  of  the  evening,  is  to  give  out  five  pennies,  one  a  I 
piece  to  people  who  are  told  to  tell  no  one  about  the 
possession  of  the  pennies,  but  are  to  silently  number 
the  people  who  shake  hands  with  them.  The  whole 
group  are  told  that  pennies  are  in  the  hands  of  five 
people  and  that  the  twenty-fifth  person  who  shakes 
hands  with  the  holder  of  a  penny,  gets  the  five  pennies. 
No  one  knowing  who  has  the  pennies,  everyone  immedi- 
ately makes  it  his  business  to  shake  hands  with  every 
other  person  in  the  room. 

The  number  of  pennies  given  out,  may  vary  accord- 
ing to  the  size  of  the  crowd. 

Penny  Wise  (Pencil  t and  Paper  Game).  Each  player 
is  provided  with  a  Lincoln  Penny,  papfir  and  pencil. 
On  the  paper  beforehand  or  to  cGctatjbo  are  written  the 
following  requirements',  of  course,  without  the  answers. 

[29] 


The  player  who  has  the  largest  number  of  correct 
answers  keeps  his  penny.  The  answers  must  be  found 
on  the  penny. 

The  name  of  a  song.    (America) 

A  privilege.     (Liberty) 

A  small  animal.     (Hare,  hair) 

A  part  of  Indian  corn.     (Ear) 

A  part  of  a  hill.     (Brow) 

Something  denoting  self.     (Eye)     (I) 

Part  of  a  door.     (Locks)   (of  hair) 

A  foreign  fruit.     (Date) 

What  ships  sail  on.     (Sea)     (C) 

A  perfume.     (Scent)     (Cent) 

A  Chinese  beverage.     (Tea)     (T) 

A  term  of  marriage.     (United  States) 

Penny  Pass  Relay.  Players  are  divided  into  two  lines 
facing  each  other.  A  dish  of  pennies  is  placed  at  the 
end  of  each^  line.  Players  grasp  with  their  left  hand 
the  right  wrist  of  the  player  on  the  left.  At  the  com- 
mand, Go!  the  first  player  of  each  line  starts  passing 
the  pennies  down  the  line  one  at  a  time.  If  a  penny  is 
dropped  all  the  players  must  keep  their  hands  clasped 
while  bending  down  to  pick  penny  up.  If  the  crowd  is 
not  too  large,  pass  the  pennies  back  again.  The  game 
is  to  see  which  side  will  get  through  first.  If  there  are 
not  too  many  players,  each  player  on  the  winning  side 
should  receive  a  penny. 

In  Getting  Partners  (for  Supper  or  a  Game).  Hang 
a  sheet  in  an  open  doorway,  all  the  girls  on  one  side, 
boys  on  the  other.  Tell  the  boys  it  will  cost  them  a 
"penny  a  foot."  Ask  the  girls  to  put  one  foot  under 
the  sheet  and  the  boys  each  choose  a  foot  and  pay  a 
penny  for  it. 

Side  Shows.  Different  ideas  may  be  worked  up  in 
little  side  shows,  charging  a  penny  admission.  For  in- 
stance, advertise — 

1.  "The  Early  Home  of  Lincoln" — This  may  be  rep- 
resented  by   a   cradle. 

2.  "A    Merry-Go-Round" — Represent    it    by    a    girl 
"Mary"  walking  around  in  a  circle. 

3.  "American  Beauties" — Represented  by  girls. 

4.  "The  Old   Commentator" — Represented  by  a  po- 
tato on  a  plate.  I 

(3UJ  \ 


Penny  Booths.  Different  booths  should  be  arranged 
where  refreshments,  favors,  etc.,  may  be  sold  for  a 
penny.  An  attractive  one  may  be  made  called  "photo- 
graph gallery,"  where  pictures  are  taken  and  a  post 
card  is  given  as  a  picture,  appropriate  as  possible  to  the 
individual. 

Telegrams.  Give  each  player  paper  and  pencil  and 
ask  them  to  write  a  five-word  telegram,  using  the  let- 
ters P-E-N-N-Y  as  the  first  letter  of  each  word.  Ask 
the  players  to  pass  the  finished  telegrams  to  the  player 
on  the  right  and  ask  each  player  to  read  aloud  their 
neighbor's  telegram. 

GRAND   MARCH  FIGURES 

1.  Boys  form  on  one  side,  girls  on  the  other.     The 
first  one  of  each  line  lead  their  line  to  the  rear  of  the 
room  and  march  down  the  center  in  two's  or — players 
may   get   partners,   and   march  in   a   circle   around   the 
room,  coming  down  the  center  in  two's. 

2.  First  couple  go  to  right  and  second  to  left,  third 
to  right,  etc.     Couples  meet  at  back  of  room  and  come 
up  in  four's. 

3.  The  three  at  the  right  turn  right  and  the  one  on 
the  left  turns  left,  come  up  in  center  in  four's:  The  three 
on  the  left  turn  left,  and  one  on  right  turns  right,  and 
come  up  the  center  m  four's 

4.  Four's  divide  in  te^s*  going  right  and  left  when 
the  lines  meet  at  the  other  end  of  the  room,  the  cou- 
ples on  the  director's  left  form  a  bridge  by  holding  in- 
side hands  high,  while   the   other  line   marches  under, 
both  lines  marching  all  the  time.     When  the  lines  meet 
again  at  the  front  of  the  room,  the  other  line  of  cou- 
ples form  the  bridges,  while  the  bridges  pass  under. 

5.  When   the  two  lines   meet   at   rear  of  room,  the 
first  couple  of  each  line  join  hands  and  skip  around  in 
circle    for    seven    counts.      On    the    eighth    count,    the 
couple  on   the   left  go  under  a  bridge  formed  by   the 
right  side  couple,  each  couple  going  forward  in  eight 

punts  to  meet  the  next  couple  of  the  opposite  line. 
This  is  continued  through  the  lines  until  the  leading 
couples  meet  again. 

6.  Couples  meet  at  front  of  room  forming  four's — 
the  first  four  turning  right,  the  second  four  turning  left 
and  coming  up  the  center  in  eight's,  halting  at  the  front 
of  the  room.   Eight's  join  hands  and  the  leader  (on  the 

[31] 


right  of  the  front  line),  skips  into  a  winding  formation 
so  that  attachment  can  be  made  with  second  line  (the 
last  one  of  the  first  line  joining  hands  with  the  one 
on  the  right  of  the  second  line).  When  all  the  group 
is  in  line,  players  form  a  circle. 

7.  Partners  face  and  grand  right  and  left  around  the 
circle  to  own  partner.     The  leader  winds  up  the  circle 
by  leading  the  players  inside  the  outside  circle.     When 
the  players  are  wound  up,  the  leader  unwinds  by  turn- 
ing outside,  and  walking  with  back  to  players  who  are 
still  winding  up. 

8.  Two  circles  are  formed,  girls  inside,  boys  outside. 
Boys  make  arches  by  lifting  joined  hands.     Girls  join 
hands  and  follow  the  leader  in  and  out  of  the  arches. 
Boys  take  girl  on  their  right  and  march  around  circle 
in  two's  coming  up  center  in  four's. 

V  The  two  inside  lines  form  arches  while  the  out- 
side lines  march  forward  meet  a  new  partner  and  march 
under  arches. 


VIRGINIA  REEL 

Players  form  two  lines,  facing  each  other,  boys  on 
one  side,  girls  on  the  other.  Players  'oin  hands  down 
the  lines  and  with  four  steps  march  toward  their  part- 
ners making  a  bow  on  the  last  step,  thej  back  to  orig- 
inal position  with  four  steps.  This  is  repeated. 
Players  drop  hands  and  do  the  following: 

(a)  Meet  partners  in  center,  swing  around  with  right 
hands  joined  and  back  to  place. 

(b)  Swing  around  with  left  hands. 

(c)  Swing  around  with  both  hands. 

(d)  Do    si   do — walk   around   partner  passing   right 
sly- aiders. 

(e)  Do  si  do — passing  left  shoulders. 

Leaders  join  hands  and  slide  down  center  and  back. 
Each  one  leads  his  own  line  outside  to  the  foot  of  his 
line.  There  the  leading  couple  form  a  bridge  and  all 
the  couples  pass  under.  The  leading  couple  stay  at 
the  end  of  the  line,  while  the  first  couple  under  the 
bridge  becomes  the  leading  couple.  This  continues  un- 
til the  first  couple  get  back  to  the  head  of  the  line. 
There  may  be  two  to  five  leading  couples  if  there  are  a 
great  many  players  or  the  players  may  be  divided  into 
groups  of  ten  or  fifteen  couples. 

[S2] 


FOURTEEN  DAY  USE 

RETURN  TO  DESK  FROM  WHICH  BORROWED 


This  book  is  due  on  the  last  date  stamped  below,  or 

on  the  date  to  which  renewed. 
Renewed  books  are  subject  to  immediate  recall. 


280ct'57ES 


QCT131955  Of 


Rcc  ••?  : 


-BEWr 


LLI 


KEC'P  LP 


REC'D  LD 


DECl6l3ftO 


4    1957. 


LIBRARY  USE 


APR  2  7 1957 


wscro 


REC'D  LD 


JAN,  4  3G1 


"I 


RETURN 
TO 


MAIN  CIRCULATION 


ALL  BOOKS  ARE  SUBJECT  TO  RECALL 
RENEW  BOOKS  BY  CALLING  642-3405 


DUE  AS  STAMPED  BELOW 


MAY 


Rec. 


W  09*% 


Moffitt 


FORM  NO.  DD6 


UNIVERSITY  OF  CALIFORNIA,  BERKELE 
BERKELEY,  CA  94720 


